I am playing Yu-Gi-Oh! 5D’s Tag Force in PPSSPP "PSP emulator for Android".
In this game I want to build a deck where I can special summon "Tyranno Infinity" from the graveyard during the battle phase.
For now, I am planning to use "Call of the Haunted" for revive him during the battle phase, but, I wonder if "Limit Reverse" can be used as well – since I want to use low-ATK monsters and "Limit Reverse" is unlimited = 3 copies.
My main question is as follows:
Can Tyranno Infinity be revived with Limit Reverse – during the battle phase?
This is due to – by checking the rulings of "Limit Reverse" in the Yu-Gi-Oh! Spanish Wikia said (translated):
You cannot select a monster with ? ATK in the Graveyard for activate "Limit Reverse".
Ava: Happy new Monday everybody! Welcome to another new week on Shut Up & Sit Down, but also, sorry, it might be a quiet one. The whole team is already absolutely piled up with preparation for AwSHUX, the incredible free online convention that we’re running from the 22-24 October. A whole host of previews, panels, games and joy is just around the corner, but we’ve got to assemble the whole lot of it. Matt’s reverted to tech-goblin mode, Tom is figuring out how to film previews in a whole new place and Quinns has a pile of games bigger than I’ve ever seen. They’re even making ME do some actual work. Unfair.
But it’ll all be worth it, because AwSHUX is, frankly, amazing. Loads of streaming with a huge range of special guests, a digital convention hall with more streams, previews and general showing-off, a discord server full of people playing and demoing games, and our live podcast and late night Q&A. It’s just so much stuff, all celebrating games and supporting the publishers that have struggled through a hugely challenging time.
So while we’re doing that, we’re pausing our video and podcast production. Does that mean you won’t get anything to watch and listen to? No! We’re going to be uploading some of our favourite panels and shows from the last AwSHUX to keep you company.
Right. I’ve got a puzzle to solve and some editing to do. Have a lovely week and I hope we see you at AwSHUX!
A Little More Conversation is something totally different. This card ‘game’ is barely a game at all, but more of a series of conversation starters, designed to get everyone around the table talking, reminiscing and generally enjoying each other’s company. Sometimes, we think that’s really the main aim of bringing a game to the table, and this one will take you straight there with no hesitation, deviation or repetition!
You can find all of the above and plenty more in our shop. Use the ‘stocking fillers’ filter if you only want to browse the small ones! Check back for more ‘top 5’ suggestions in the run-up to Christmas…
With Chapter Six, Season Three, Fortnite is reliving the thrill of the Galactic Battle with Star Wars as its central theme. Despite being a short season, popular characters from the franchise are expected to arrive throughout the month-long celebrations.
Epic Games has finally revealed the roadmap for this season, including all the characters and the weapons that will arrive over the next few weeks.
What to Expect in the Fortnite Chapter 6 Season 3 Galactic Battle Roadmap
Galactic Battle is expected to be the shortest season so far, coming to a close in a little over a month. Here’s what Epic Games is adding to the island in the forthcoming updates:
May 8
Han Solo, Luke Skywalker, and Princess Leia skins will make it to the Item shop.
Mace Windu Holograms will give you the Purple Lightsaber and teach you the Force Pull ability.
Darth Maul Holograms will give you the Red Lightsaber and teach you the Force Throw ability.
May 15
Chewbacca is set to make a comeback to the island along with the Wookie Bowcaster and the CA-87 Jawa Scatter Blaster.
May 22
Mandalorian NPCs will join the battle. You will be able to recruit a Heavy, Scout, Supply, or Medic Mandalorian to your team.
Heavy Jetpack returns along with the Amban Sniper Rifle and the new dual-wield WESTAR-34 Blaster Pistols.
Image by Epic Games
May 29
You finally get to use a Star Destroyer in Fortnite during the Galactic Battle season. A portal to the control room will spawn in every match. In the control room, you take control of the turbolaser and obliterate your enemies.
June 7
This is the final showdown of the season and will include an in-game narrative live event where you go up against Emperor Palpatine. This could likely be followed by a downtime, leading into the new season.
Epic Games announcing the roadmap for Fortnite Chapter Six, Season Three Galactic Battle so early makes it unlikely that it will be extended or the schedule will change. We’ll be sure to update this page with more information if they announce any changes.
The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy
Want new Brainrot Evolution codes? We can help you keep up your dependency on the latest and greatest memes out there. Get free EXP Potions, coins, gems, and everything else you might need to evolve your favorite brainrot character with the latest codes.
If you’re on the lookout for other Roblox adventures, check out the latest codes for other huge games on the platform. We’re always hunting for new Blue Lock Rivals codes, Blox Fruits codes, and Meme Sea codes. We have well over 100 Roblox games we’re always keeping a watchful eye on to ensure we have the latest freebies ready to go.
Brainrot Evolution codes
Here’s a list of active Brainrot Evolution codes:
EASTER – EXP Potion (NEW)
i2perfect1 – 2x EXP Potion (NEW)
Expired codes
No Brainrot Evolution codes have expired.
How do I use codes in Brainrot Evolution?
Though you won’t find a dedicated codes button on the main Brainrot Evolution screen, that doesn’t mean there isn’t one buried around the user interface.
Follow these steps to redeem new Brainrot Evolution codes on Roblox:
Launch Brainrot Evolution on Roblox.
Click the Shop icon on the left side of the screen.
Tap the Codes button on the right edge of the Shop window.
Enter a working Brainrot Evolution code in the ‘Enter Code’ box.
Click the green Verify button underneath to claim a working code.
Items like potions earned through Brainrot Evolution codes appear in your inventory and must be activated manually. You’ll find the inventory button just left of the Shop button, illustrated by a box featuring the Crocodilo.
How do I get more Brainrot Evolution codes?
Brainrot Evolution codes appear on both the game studio’s X page and the Brainrot Evolution Discord. New codes drop with updates, events, and social milestones. With that said, you could save yourself the hassle and check back here every few days. We’re always on the hunt for new codes, and we test each one to see if they may have expired.
Tired of feeling your brain sizzle as it turns into a fine goo? Check out the best Roblox games we’ve rounded up over the years. And if you’re serious about moving on from the platform, even just for a bit, check out our list of the best free PC games for something new.
It’s rough out there, even for video game characters. It looks like Sackboy, from the beloved Little Big Planet series of games, has been removed from the PlayStation Productions intro sequence. This was discovered by Twitter user Radec who sat down to watch the Until Dawn movie, a horrific start to an already shocking movie.
To see this content please enable targeting cookies.
As such, Sackboy isn’t the star of the office like he used to be. A newer generation of Sony stars are in the office, and old man Sack has sort of been pushed to a desk in the corner of the room. With his face off the PlayStation Productions intro, it’s as if he’s been removed from the office entirely. His stuff in a cardboard box as he waits for a taxi. Or maybe it’s all in a big sack, who knows.
Upon hearing the news, folks were obviously upset. There’s a range of responses that sum up the final nail in Sackboy’s career coffin rather well, from usersr on Twitter called ‘LittleBigPlanet™ for the Playstation®3’ or what have you. I’d like to personally jump in here to say don’t lose hope just yet. Instead, you should wait to see if Sackboy gets dug up for an Adi Shankar adaptation.
Are you sad about Sackboy being thrown out into the street like this? I am. Let us know below, as well as whether you think Sackboy will every come back!
702.29a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”
602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 730, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.
Triggered abilities that trigger from cycling also go on the stack, on top of the cycling ability (because the process of activating cycling will have finished before the triggered ability is put on the stack).
603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.
117.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.
Quinns: Hello! Is everybody ready for a three dayboard game party? We don’t have cake, gifts or music, but we do have board games, card games and (checks notes) even more board games!
Through that link you’ll find an Aladdin’s cave of content. There are treacherous piles of upcoming games, plenty of shiny new features, and even glimmering giveaways. Here’s a helpful list of what not to miss:
Over on our YouTube channel we have just this moment UNLEASHED six videos, each containing a bundle of previews of upcoming games, presented by Tom, Matt and myself. It’s ridiculous. Seriously, there are now hours of new SU&SD content for you to check out.
More than 30 hours’ of programming will soon start on our Twitch channel, which for the duration of AwSHUX resembles a SU&SD television channel! We’ve got panels, special guests, game shows, and an absolute boatload of programming where you can watch team SU&SD play unreleased games. Find the schedule in the above header image!
But SHUX isn’t just about looking at games, pawing at your monitor like a kitten at a window. This weekend you can play games free on Tabletopia – use the code SHUX2021AGAIN to get 7 days of free Gold Access! Here’s how to apply your coupon code.
Can’t find the game you want on Tabletopia? Try these other options: BGA (free), Sovranti (Platinum access through to Nov 30th 2021 with code SHUXfall21), Yucata (free), Boîte à Jeux (free), TTS (buy on steam).
Can’t find people to play with? This weekend, you can! If you just head over to the official AwSHUX Discord server you’ll find plenty of “open gaming” channels where you can find people just like you who are looking to set up a game. Alternatively, you can even have games taught to you by the publishers themselves in the #looking-for-demo channel!
Finally (and you can expect to hear a lot more about this on the site in the coming days), we’ve only gone and made another official stand alone SU&SD expansion for a game, this time the superb MonsDRAWsity with the fine folks at Deep Water Games. Here’s Tom announcing the project and the KS Notify Me page which I believe goes live on the 26th of this month, but if you’re just totally uncertain as to why you should be excited, you’ll find our podcast chat about Monsdrawsity on episode #123.
There are two new space-themed games coming to Kickstarter from 25th Century Games. Star Gazers is a tile-laying game with art from Vincent Dutrait while Observatory is a roll and write that has players mapping out the night sky.
In this video preview, Phil and I talk about how each game plays and our thoughts after a couple of games. These are two very different space games that are worth checking out.
You can checkout the Kickstarter campaign for Star Gazers and Observatory today.
A prototype of the game was provided for this coverage. Components and rules covered in this preview are not finalized. Read more about our preview policies at One Board Family.
This is the third in a series of InsideGMT articles from Paul Hellyer about his board game Tsar, currently on GMT’s P500. You can view the previous article here.
As the new year arrived in 1917, Russia’s Tsarist regime teetered on the brink of collapse. Public opinion had turned against it, its army was struggling in the war, the economy was falling apart, and the capital of St. Petersburg faced a severe food shortage. In late February, hungry workers went on strike, demonstrated in the streets, and looted granaries. The regime had a short window of opportunity to reassert control, but this proved difficult. Its most loyal and capable troops were away at the front, as was the Tsar himself. The Tsar boarded a train and ordered troops to return to the capital, but they all found themselves stranded on blocked railway lines. Some officials in St. Petersburg tried to use the unreliable local garrisons to put down the disorder, but the soldiers instead murdered their officers and joined the revolutionaries. Left with few options, Nicholas II signed his abdication in a railway car.
Tsar turns the clock back to 1894 when Nicholas acceded to the throne. To give players a chance to set a different course, the game aims to capture all the factors that ultimately led to revolution: public support, army and navy morale, the regime’s political authority, agricultural and industrial production, infrastructure, and external factors like international trade, foreign relations, and war. As you play the game, you can change the inputs and watch the game engine respond. The end result might be a repeat of history, a stable constitutional monarchy, a fearsome police state, or a dysfunctional kleptocracy hanging by a thread.
In this article, we’ll take a closer look at these factors and discuss how they relate to the regime’s survival, starting with popular support. Tsar measures this in four key “Sectors”: Nobles, Bourgeoisie, Peasants, and Proletariat. One angle is the total level of support in all Sectors combined, which determines the number of Unrest Cards featuring incidents such as general strikes, demonstrations, insurrections, and assassinations. Another angle is the level of support in individual Sectors: different Sectors react differently to various events, with the Bourgeoisie and Proletariat Sectors tending to be more troublesome for the regime. Low support in the Bourgeoisie Sector triggers a recurring Dissidents Coded Card and trouble in any Sector can trigger economic production penalties. If support in any Sector falls to zero, players draw a Revolt Coded Card which can rapidly lead to revolution if left unchecked.
But as an autocrat, the Tsar doesn’t necessarily rely on public support. Depending on other factors, his regime might easily counter domestic opposition. One of these other factors is army and navy morale, which are also tracked on the game board. High morale gives the regime more options to suppress unrest, while low morale can itself become a threat to the regime—when morale reaches zero in the army or navy, a Mutiny Coded Card appears which can be even more dangerous than a civilian revolt. Another key factor in the military is the availability of “Elite Army Units” that always remain loyal. They’re based on historical regiments such as the Preobrazhensky Life Guards Regiment that drew their officers from the ruling class. Assuming resources and transport are available, these units can always be used to put down strikes, revolts, and mutinies. But with only three of these units, they can easily become overstretched. That’s especially true in wartime, when players are pressed to send the best units to the front, meaning they are not immediately available to respond to internal threats —creating the same situation that brought down the real-life regime in 1917.
The regime’s political authority is measured by the game board’s “Order Tracker,” shown on the left. It consists of two parts, Fear and Reverence. Order is defined as Fear or Reverence, whichever is higher. Fear refers to the government’s reputation for oppression and punishment, while Reverence depends on the Tsar’s mystique and cultural authority. The former is easier to manipulate, but actions that raise Fear tend to come with negative side effects. For instance, you can opt for capital punishment for the Tsar’s enemies, but this lowers popular support in the Bourgeoisie Sector, which may trigger a dissident movement and lead to a cycle of violence.
When Order is high, the regime has more options for responding to domestic unrest and maintaining military discipline. The highest levels of Order often allow the regime to silence its critics through surveillance and intimidation without the expenditure of any resources, whereas lower levels of Order may restrict the regime’s ability to issue orders and use force. But as with popular support, high levels of Order aren’t necessary to the regime’s survival. If you govern through popular consent, you won’t need the most oppressive options offered by the highest levels of Order. This lets players aim for different models of stability, emphasizing either Order or popular support. Having a coherent strategy is important: once you commit to political reforms that lower Order, you need to be vigilant about maintaining popular support; if you alienate the public through Fear, you need to be vigilant about maintaining Order. Avoiding extremes is also important: you need to maintain some minimum levels of popular support and Order, regardless of your strategy. High levels of public unrest will eventually exhaust the regime’s resources, while a total collapse of Order triggers Coded Card 8 (Revolution) and ends the game.
As in real life, the Russian economy affects the regime in many ways, and so the game leans heavily into resource management. The game board tracks five key economic factors: income for the treasury, grain production, industrial production, transport infrastructure, and international trade. The regime needs cash to pay troops, advance government programs, and keep the Tsar happy. Grain keeps the population fed and functions as Russia’s key export in this time period. Industrial production drives the development and maintenance of infrastructure and the military. A robust transport network is needed to move grain from the countryside to cities and ports, to move and supply troops, and keep the economy functioning. Finally, the regime can’t import or export unless it has willing trade partners and infrastructure such as ports and canals. Through trade, the regime typically earns cash through grain exports and (on occasion) pays to import industrial products. All these economic factors are connected and a failure in any one area will weaken the regime, either by angering the public, lowering army and navy morale, or limiting the regime’s scope of action.
Finally, the game tracks foreign relations, which affect trade levels, access to credit, the regime’s reputation, and the possibility of war. France was Russia’s main creditor in the late Tsarist period, and the game creates opportunities for loans and financial aid conditioned on relations with France. Relations with other countries can affect trade, Russia’s international objectives, and the possibility of armed conflict. The game captures the effects of soft power through state visits and reactions to Russian cultural exports; it also captures foreign reactions to Russia’s internal politics—for example, too much political oppression can trigger rebukes from Western nations, while performative amnesties can improve the regime’s public image abroad.
War is the most significant aspect of foreign relations. In real life, war was the catalyst for revolution, both in the incomplete Revolution of 1905 and the February Revolution of 1917. The story of Nicholas II could not be told without war. When war arrives, you’ll find that Tsar is not a traditional war game of tactics. War is treated at a macro level and we’re mainly concerned with the way it affects the regime’s stability. Outcomes mainly depend on the economic factors discussed above and the regime’s ability to maintain internal cohesion. The effects of war may include blockades, public unrest, economic stress, and faltering morale. For instance, drafting a large army reduces grain production, while at the same time increasing the cost of paying and supplying the soldiers. In short, war will present the regime with a stress test.
Notice how all these different factors are connected to each other. Nothing stands on its own. Popular support affects the economy, and the economy affects popular support. The regime’s troops need economic support, and the economy may need the intervention of troops. Healthy trade levels are needed to develop the economy, and a healthy economy is needed to develop the infrastructure for trade. So there are many feedback loops in the game, which can be either positive or negative. When things go badly, the game reaches a tipping point where revolution becomes inevitable.
Watching these feedback loops and forecasting the regime’s stability is an important part of gameplay, because victory conditions are radically different for games that end in revolution and games that end with the Final Scoring Card. If the regime survives to the end of an Era, players win according to their VP scores, based on their Faction’s policy objectives. Gold that they stole through corruption is deducted from their VP scores. But in multiplayer games, revolution ignores VP and awards victory to the player with the most gold. You’ll need to closely watch the game board for signs of collapse and consider what the other players are thinking: when everyone at the table loses faith in the regime’s survival, they’ll focus on hoarding gold through corruption, which accelerates the slide into revolution. In solitaire games, revolution means you lose—so your first goal is always to avoid revolution, which requires careful long-term planning and perhaps some desperate measures at the end.
As a final note, I’ll share some thoughts about the regime itself and its depiction in the game. In real-life terms, was the regime’s collapse in 1917 a good or bad outcome? My feeling is that the late Tsarist regime occupies a morally ambiguous space, comprised by its many atrocities and failings, and yet relatively benign compared to the Stalinist regime that followed. But whatever my views may be, I don’t try to convey them through the game. My aim as designer is to make a game that’s enjoyable to play, historically accurate, and thought provoking. I’m content to let players create their own narratives through the choices they make and form their own opinions about the regime’s place in history.
In the next InsideGMT article in this series, we’ll focus on the players’ factional objectives and scoring.